Files
aee/source/game/prota.cpp
T

170 lines
4.8 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#include "game/prota.hpp"
#include <cstdlib>
#include "core/jail/jgame.hpp"
#include "core/jail/jinput.hpp"
namespace {
// Atura el frame.h a 10 quan piràmide 4 (sprite "petit" amb pijama de presoner).
auto adjustedHeight(int base_h) -> int {
return (Info::ctx.num_piramide == 4) ? base_h - 5 : base_h;
}
void addFrameGrid(Entitat& entitat, int x0, int x1, int x_step, int y0, int y1, int y_step, int w, int h, int skip_x = -1, int skip_y = -1) {
for (int yy = y0; yy < y1; yy += y_step) {
for (int xx = x0; xx < x1; xx += x_step) {
if (xx == skip_x && yy == skip_y) {
continue;
}
Frame f;
f.w = w;
f.h = adjustedHeight(h);
f.x = xx;
f.y = yy;
entitat.frames.push_back(f);
}
}
}
void buildProtaFrames(Entitat& entitat) {
entitat.frames.reserve(82);
// Cara/quatre direccions (4×5 sprites de 15×15 a y=20..)
addFrameGrid(entitat, 0, 75, 15, 20, 80, 15, 15, 15);
// Animació de mort (15×30 a y=95..; salta x=300/y=155)
addFrameGrid(entitat, 60, 315, 15, 95, 185, 30, 15, 30, 300, 155);
// Animació de victòria (15×15 a y=20.., x=225..)
addFrameGrid(entitat, 225, 315, 15, 20, 50, 15, 15, 15);
}
void buildProtaAnimations(Entitat& entitat) {
entitat.animacions.resize(6);
for (int i = 0; i < 4; i++) {
entitat.animacions[i].frames = {
static_cast<Uint8>(0 + (i * 5)),
static_cast<Uint8>(1 + (i * 5)),
static_cast<Uint8>(2 + (i * 5)),
static_cast<Uint8>(1 + (i * 5)),
static_cast<Uint8>(0 + (i * 5)),
static_cast<Uint8>(3 + (i * 5)),
static_cast<Uint8>(4 + (i * 5)),
static_cast<Uint8>(3 + (i * 5)),
};
}
entitat.animacions[4].frames.resize(50);
for (int i = 0; i < 50; i++) {
entitat.animacions[4].frames[i] = i + 20;
}
entitat.animacions[5].frames.resize(48);
for (int i = 0; i < 12; i++) {
entitat.animacions[5].frames[i] = i + 70;
}
for (int i = 12; i < 48; i++) {
entitat.animacions[5].frames[i] = 81;
}
}
} // namespace
Prota::Prota(Jd8::Surface gfx)
: Sprite(gfx) {
buildProtaFrames(entitat);
buildProtaAnimations(entitat);
cur_frame = 0;
x = 150;
y = 30;
o = 0;
cycles_per_frame_ = 4;
pergami = false;
frame_pejades = 0;
}
void Prota::draw() {
Sprite::draw();
if (Info::ctx.num_piramide == 4 && this->o != 4) {
if ((Jg::getCycleCounter() % 40) < 20) {
Jd8::blitCK(this->x, this->y, this->gfx_, 220, 80, 15, 15, 255);
} else {
Jd8::blitCK(this->x, this->y, this->gfx_, 235, 80, 15, 15, 255);
}
}
}
auto Prota::readDirection() -> Uint8 {
Uint8 dir = 4;
if (Ji::keyPressed(SDL_SCANCODE_DOWN)) {
if ((this->x - 20) % 65 == 0) { this->o = 0; }
dir = this->o;
}
if (Ji::keyPressed(SDL_SCANCODE_UP)) {
if ((this->x - 20) % 65 == 0) { this->o = 1; }
dir = this->o;
}
if (Ji::keyPressed(SDL_SCANCODE_RIGHT)) {
if ((this->y - 30) % 35 == 0) { this->o = 2; }
dir = this->o;
}
if (Ji::keyPressed(SDL_SCANCODE_LEFT)) {
if ((this->y - 30) % 35 == 0) { this->o = 3; }
dir = this->o;
}
return dir;
}
void Prota::stepInDirection(Uint8 dir) {
switch (dir) {
case 0:
if (this->y < 170) { this->y++; }
break;
case 1:
if (this->y > 30) { this->y--; }
break;
case 2:
if (this->x < 280) { this->x++; }
break;
case 3:
if (this->x > 20) { this->x--; }
break;
default:
break;
}
}
void Prota::advanceWalkingFrame(Uint8 dir) {
if (dir == 4) {
this->cur_frame = 0;
return;
}
this->frame_pejades++;
if (this->frame_pejades == 15) {
this->frame_pejades = 0;
}
if (Jg::getCycleCounter() % this->cycles_per_frame_ == 0) {
this->cur_frame++;
if (this->cur_frame == entitat.animacions[this->o].frames.size()) {
this->cur_frame = 0;
}
}
}
auto Prota::advanceFinalAnimation() -> Uint8 {
if (Jg::getCycleCounter() % this->cycles_per_frame_ != 0) {
return 0;
}
this->cur_frame++;
if (this->cur_frame != entitat.animacions[this->o].frames.size()) {
return 0;
}
return (this->o == 4) ? 1 : 2;
}
auto Prota::update() -> Uint8 {
if (this->o >= 4) {
return advanceFinalAnimation();
}
const Uint8 DIR = readDirection();
stepInDirection(DIR);
advanceWalkingFrame(DIR);
return 0;
}